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godot/core/io/resource.cpp
Pedro J. Estébanez 342266cfd9 Overhaul Variant::duplicate() for resources
This in the scope of a duplication triggered via any type in the `Variant` realm. that is, the following: `Variant` itself, `Array` and `Dictionary`. That includes invoking `duplicate()` from scripts.

A `duplicate_deep(deep_subresources_mode)` method is added to `Variant`, `Array` and `Dictionary` (for compatibility reasons, simply adding an extra parameter was not possible). The default value for it is `RESOURCE_DEEP_DUPLICATE_NONE`, which is like calling `duplicate(true)`.

Remarks:
- The results of copying resources via those `Variant` types are exactly the same as if the copy were initiated from the `Resource` type at C++.
- In order to keep some separation between `Variant` and the higher-level animal which is `Resource`, `Variant` still contains the original code for that, so it's self-sufficient unless there's a `Resource` involved. Once the deep copy finds a `Resource` that has to be copied according to the duplication parameters, the algorithm invokes the `Resource` duplication machinery. When the stack is unwind back to a nesting level `Variant` can handle, `Variant` duplication logic keeps functioning.

While that is good from a responsibility separation standpoint, that would have a caveat: `Variant` would not be aware of the mapping between original and duplicate subresources and so wouldn't be able to keep preventing multiple duplicates.

To avoid that, this commit also introduces a wormwhole, a sharing mechanism by which `Variant` and `Resource` can collaborate in managing the lifetime of the original-to-duplicates map. The user-visible benefit is that the overduplicate prevention works as broadly as the whole `Variant` entity being copied, including all nesting levels, regardless how disconnected the data members containing resources may be across al the nesting levels. In other words, despite the aforementioned division of duties between `Variant` and `Resource` duplication logic, the duplicates map is shared among them. It's created when first finding a `Resource` and, however how deep the copy was working at that point, the map kept alive unitl the stack is unwind to the root user call, until the first step of the recursion.

Thanks to that common map of duplicates, this commit is able to fix the issue that `Resource::duplicate_for_local_scene()` used to ignore overridden duplicate logic.
2025-05-26 10:06:40 +02:00

862 lines
26 KiB
C++

/**************************************************************************/
/* resource.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "resource.h"
#include "core/io/resource_loader.h"
#include "core/math/math_funcs.h"
#include "core/math/random_pcg.h"
#include "core/os/os.h"
#include "core/variant/container_type_validate.h"
#include "scene/main/node.h" //only so casting works
void Resource::emit_changed() {
if (emit_changed_state != EMIT_CHANGED_UNBLOCKED) {
emit_changed_state = EMIT_CHANGED_BLOCKED_PENDING_EMIT;
return;
}
if (ResourceLoader::is_within_load() && !Thread::is_main_thread()) {
ResourceLoader::resource_changed_emit(this);
return;
}
emit_signal(CoreStringName(changed));
}
void Resource::_block_emit_changed() {
if (emit_changed_state == EMIT_CHANGED_UNBLOCKED) {
emit_changed_state = EMIT_CHANGED_BLOCKED;
}
}
void Resource::_unblock_emit_changed() {
bool emit = (emit_changed_state == EMIT_CHANGED_BLOCKED_PENDING_EMIT);
emit_changed_state = EMIT_CHANGED_UNBLOCKED;
if (emit) {
emit_changed();
}
}
void Resource::_resource_path_changed() {
}
void Resource::set_path(const String &p_path, bool p_take_over) {
if (path_cache == p_path) {
return;
}
if (p_path.is_empty()) {
p_take_over = false; // Can't take over an empty path
}
{
MutexLock lock(ResourceCache::lock);
if (!path_cache.is_empty()) {
ResourceCache::resources.erase(path_cache);
}
path_cache = "";
Ref<Resource> existing = ResourceCache::get_ref(p_path);
if (existing.is_valid()) {
if (p_take_over) {
existing->path_cache = String();
ResourceCache::resources.erase(p_path);
} else {
ERR_FAIL_MSG(vformat("Another resource is loaded from path '%s' (possible cyclic resource inclusion).", p_path));
}
}
path_cache = p_path;
if (!path_cache.is_empty()) {
ResourceCache::resources[path_cache] = this;
}
}
_resource_path_changed();
}
String Resource::get_path() const {
return path_cache;
}
void Resource::set_path_cache(const String &p_path) {
path_cache = p_path;
GDVIRTUAL_CALL(_set_path_cache, p_path);
}
static thread_local RandomPCG unique_id_gen = RandomPCG(0);
void Resource::seed_scene_unique_id(uint32_t p_seed) {
unique_id_gen.seed(p_seed);
}
String Resource::generate_scene_unique_id() {
// Generate a unique enough hash, but still user-readable.
// If it's not unique it does not matter because the saver will try again.
if (unique_id_gen.get_seed() == 0) {
OS::DateTime dt = OS::get_singleton()->get_datetime();
uint32_t hash = hash_murmur3_one_32(OS::get_singleton()->get_ticks_usec());
hash = hash_murmur3_one_32(dt.year, hash);
hash = hash_murmur3_one_32(dt.month, hash);
hash = hash_murmur3_one_32(dt.day, hash);
hash = hash_murmur3_one_32(dt.hour, hash);
hash = hash_murmur3_one_32(dt.minute, hash);
hash = hash_murmur3_one_32(dt.second, hash);
hash = hash_murmur3_one_32(Math::rand(), hash);
unique_id_gen.seed(hash);
}
uint32_t random_num = unique_id_gen.rand();
static constexpr uint32_t characters = 5;
static constexpr uint32_t char_count = ('z' - 'a');
static constexpr uint32_t base = char_count + ('9' - '0');
String id;
id.resize(characters + 1);
char32_t *ptr = id.ptrw();
for (uint32_t i = 0; i < characters; i++) {
uint32_t c = random_num % base;
if (c < char_count) {
ptr[i] = ('a' + c);
} else {
ptr[i] = ('0' + (c - char_count));
}
random_num /= base;
}
ptr[characters] = '\0';
return id;
}
void Resource::set_scene_unique_id(const String &p_id) {
bool is_valid = true;
for (int i = 0; i < p_id.length(); i++) {
if (!is_ascii_identifier_char(p_id[i])) {
is_valid = false;
scene_unique_id = Resource::generate_scene_unique_id();
break;
}
}
ERR_FAIL_COND_MSG(!is_valid, "The scene unique ID must contain only letters, numbers, and underscores.");
scene_unique_id = p_id;
}
String Resource::get_scene_unique_id() const {
return scene_unique_id;
}
void Resource::set_name(const String &p_name) {
name = p_name;
emit_changed();
}
String Resource::get_name() const {
return name;
}
void Resource::update_configuration_warning() {
if (_update_configuration_warning) {
_update_configuration_warning();
}
}
bool Resource::editor_can_reload_from_file() {
return true; //by default yes
}
void Resource::connect_changed(const Callable &p_callable, uint32_t p_flags) {
if (ResourceLoader::is_within_load() && !Thread::is_main_thread()) {
ResourceLoader::resource_changed_connect(this, p_callable, p_flags);
return;
}
if (!is_connected(CoreStringName(changed), p_callable) || p_flags & CONNECT_REFERENCE_COUNTED) {
connect(CoreStringName(changed), p_callable, p_flags);
}
}
void Resource::disconnect_changed(const Callable &p_callable) {
if (ResourceLoader::is_within_load() && !Thread::is_main_thread()) {
ResourceLoader::resource_changed_disconnect(this, p_callable);
return;
}
if (is_connected(CoreStringName(changed), p_callable)) {
disconnect(CoreStringName(changed), p_callable);
}
}
void Resource::reset_state() {
GDVIRTUAL_CALL(_reset_state);
}
Error Resource::copy_from(const Ref<Resource> &p_resource) {
ERR_FAIL_COND_V(p_resource.is_null(), ERR_INVALID_PARAMETER);
if (get_class() != p_resource->get_class()) {
return ERR_INVALID_PARAMETER;
}
_block_emit_changed();
reset_state(); // May want to reset state.
List<PropertyInfo> pi;
p_resource->get_property_list(&pi);
for (const PropertyInfo &E : pi) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
if (E.name == "resource_path") {
continue; //do not change path
}
set(E.name, p_resource->get(E.name));
}
_unblock_emit_changed();
return OK;
}
void Resource::reload_from_file() {
String path = get_path();
if (!path.is_resource_file()) {
return;
}
Ref<Resource> s = ResourceLoader::load(ResourceLoader::path_remap(path), get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
if (s.is_null()) {
return;
}
copy_from(s);
}
Variant Resource::_duplicate_recursive(const Variant &p_variant, const DuplicateParams &p_params, uint32_t p_usage) const {
// Anything other than object can be simply skipped in case of a shallow copy.
if (!p_params.deep && p_variant.get_type() != Variant::OBJECT) {
return p_variant;
}
switch (p_variant.get_type()) {
case Variant::OBJECT: {
const Ref<Resource> &sr = p_variant;
bool should_duplicate = false;
if (sr.is_valid()) {
if ((p_usage & PROPERTY_USAGE_ALWAYS_DUPLICATE)) {
should_duplicate = true;
} else if ((p_usage & PROPERTY_USAGE_NEVER_DUPLICATE)) {
should_duplicate = false;
} else if (p_params.local_scene) {
should_duplicate = sr->is_local_to_scene();
} else {
switch (p_params.subres_mode) {
case RESOURCE_DEEP_DUPLICATE_NONE: {
should_duplicate = false;
} break;
case RESOURCE_DEEP_DUPLICATE_INTERNAL: {
should_duplicate = p_params.deep && sr->is_built_in();
} break;
case RESOURCE_DEEP_DUPLICATE_ALL: {
should_duplicate = p_params.deep;
} break;
default: {
DEV_ASSERT(false);
}
}
}
}
if (should_duplicate) {
if (thread_duplicate_remap_cache->has(sr)) {
return thread_duplicate_remap_cache->get(sr);
} else {
const Ref<Resource> &dupe = p_params.local_scene
? sr->duplicate_for_local_scene(p_params.local_scene, *thread_duplicate_remap_cache)
: sr->_duplicate(p_params);
thread_duplicate_remap_cache->insert(sr, dupe);
return dupe;
}
} else {
return p_variant;
}
} break;
case Variant::ARRAY: {
const Array &src = p_variant;
Array dst;
if (src.is_typed()) {
dst.set_typed(src.get_element_type());
}
dst.resize(src.size());
for (int i = 0; i < src.size(); i++) {
dst[i] = _duplicate_recursive(src[i], p_params);
}
return dst;
} break;
case Variant::DICTIONARY: {
const Dictionary &src = p_variant;
Dictionary dst;
if (src.is_typed()) {
dst.set_typed(src.get_key_type(), src.get_value_type());
}
for (const Variant &k : src.get_key_list()) {
const Variant &v = src[k];
dst.set(
_duplicate_recursive(k, p_params),
_duplicate_recursive(v, p_params));
}
return dst;
} break;
case Variant::PACKED_BYTE_ARRAY:
case Variant::PACKED_INT32_ARRAY:
case Variant::PACKED_INT64_ARRAY:
case Variant::PACKED_FLOAT32_ARRAY:
case Variant::PACKED_FLOAT64_ARRAY:
case Variant::PACKED_STRING_ARRAY:
case Variant::PACKED_VECTOR2_ARRAY:
case Variant::PACKED_VECTOR3_ARRAY:
case Variant::PACKED_COLOR_ARRAY:
case Variant::PACKED_VECTOR4_ARRAY: {
return p_variant.duplicate();
} break;
default: {
return p_variant;
}
}
}
Ref<Resource> Resource::_duplicate(const DuplicateParams &p_params) const {
ERR_FAIL_COND_V_MSG(p_params.local_scene && p_params.subres_mode != RESOURCE_DEEP_DUPLICATE_MAX, Ref<Resource>(), "Duplication for local-to-scene can't specify a deep duplicate mode.");
DuplicateRemapCacheT *remap_cache_backup = thread_duplicate_remap_cache;
// These are for avoiding potential duplicates that can happen in custom code
// from participating in the same duplication session (remap cache).
#define BEFORE_USER_CODE thread_duplicate_remap_cache = nullptr;
#define AFTER_USER_CODE thread_duplicate_remap_cache = remap_cache_backup;
List<PropertyInfo> plist;
get_property_list(&plist);
BEFORE_USER_CODE
Ref<Resource> r = Object::cast_to<Resource>(ClassDB::instantiate(get_class()));
AFTER_USER_CODE
ERR_FAIL_COND_V(r.is_null(), Ref<Resource>());
thread_duplicate_remap_cache->insert(Ref<Resource>(this), r);
if (p_params.local_scene) {
r->local_scene = p_params.local_scene;
}
// Duplicate script first, so the scripted properties are considered.
BEFORE_USER_CODE
r->set_script(get_script());
AFTER_USER_CODE
for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
if (E.name == "script") {
continue;
}
BEFORE_USER_CODE
Variant p = get(E.name);
AFTER_USER_CODE
p = _duplicate_recursive(p, p_params, E.usage);
BEFORE_USER_CODE
r->set(E.name, p);
AFTER_USER_CODE
}
return r;
#undef BEFORE_USER_CODE
#undef AFTER_USER_CODE
}
Ref<Resource> Resource::duplicate_for_local_scene(Node *p_for_scene, DuplicateRemapCacheT &p_remap_cache) const {
#ifdef DEBUG_ENABLED
// The only possibilities for the remap cache passed being valid are these:
// a) It's the same already used as the one of the thread. That happens when this function
// is called within some recursion level within a duplication.
// b) There's no current thread remap cache, which means this function is acting as an entry point.
// This check failing means that this function is being called as an entry point during an ongoing
// duplication, likely due to custom instantiation or setter code. It would be an engine bug because
// code starting or joining a duplicate session must ensure to exit it temporarily when making calls
// that may in turn invoke such custom code.
if (thread_duplicate_remap_cache && &p_remap_cache != thread_duplicate_remap_cache) {
ERR_PRINT("Resource::duplicate_for_local_scene() called during an ongoing duplication session. This is an engine bug.");
}
#endif
DuplicateRemapCacheT *remap_cache_backup = thread_duplicate_remap_cache;
thread_duplicate_remap_cache = &p_remap_cache;
DuplicateParams params;
params.deep = true;
params.local_scene = p_for_scene;
const Ref<Resource> &dupe = _duplicate(params);
thread_duplicate_remap_cache = remap_cache_backup;
return dupe;
}
void Resource::_find_sub_resources(const Variant &p_variant, HashSet<Ref<Resource>> &p_resources_found) {
switch (p_variant.get_type()) {
case Variant::ARRAY: {
Array a = p_variant;
for (int i = 0; i < a.size(); i++) {
_find_sub_resources(a[i], p_resources_found);
}
} break;
case Variant::DICTIONARY: {
Dictionary d = p_variant;
for (const KeyValue<Variant, Variant> &kv : d) {
_find_sub_resources(kv.key, p_resources_found);
_find_sub_resources(kv.value, p_resources_found);
}
} break;
case Variant::OBJECT: {
Ref<Resource> r = p_variant;
if (r.is_valid()) {
p_resources_found.insert(r);
}
} break;
default: {
}
}
}
void Resource::configure_for_local_scene(Node *p_for_scene, DuplicateRemapCacheT &p_remap_cache) {
List<PropertyInfo> plist;
get_property_list(&plist);
reset_local_to_scene();
local_scene = p_for_scene;
for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
Variant p = get(E.name);
HashSet<Ref<Resource>> sub_resources;
_find_sub_resources(p, sub_resources);
for (Ref<Resource> sr : sub_resources) {
if (sr->is_local_to_scene()) {
if (!p_remap_cache.has(sr)) {
sr->configure_for_local_scene(p_for_scene, p_remap_cache);
p_remap_cache[sr] = sr;
}
}
}
}
}
Ref<Resource> Resource::duplicate(bool p_deep) const {
DuplicateRemapCacheT remap_cache;
bool started_session = false;
if (!thread_duplicate_remap_cache) {
thread_duplicate_remap_cache = &remap_cache;
started_session = true;
}
DuplicateParams params;
params.deep = p_deep;
params.subres_mode = RESOURCE_DEEP_DUPLICATE_INTERNAL;
const Ref<Resource> &dupe = _duplicate(params);
if (started_session) {
thread_duplicate_remap_cache = nullptr;
}
return dupe;
}
Ref<Resource> Resource::duplicate_deep(ResourceDeepDuplicateMode p_deep_subresources_mode) const {
ERR_FAIL_INDEX_V(p_deep_subresources_mode, RESOURCE_DEEP_DUPLICATE_MAX, Ref<Resource>());
DuplicateRemapCacheT remap_cache;
bool started_session = false;
if (!thread_duplicate_remap_cache) {
thread_duplicate_remap_cache = &remap_cache;
started_session = true;
}
DuplicateParams params;
params.deep = true;
params.subres_mode = p_deep_subresources_mode;
const Ref<Resource> &dupe = _duplicate(params);
if (started_session) {
thread_duplicate_remap_cache = nullptr;
}
return dupe;
}
Ref<Resource> Resource::_duplicate_from_variant(bool p_deep, ResourceDeepDuplicateMode p_deep_subresources_mode, int p_recursion_count) const {
// A call without deep duplication would have been early-rejected at Variant::duplicate() unless it's the root call.
DEV_ASSERT(!(p_recursion_count > 0 && p_deep_subresources_mode == RESOURCE_DEEP_DUPLICATE_NONE));
// When duplicating from Variant, this function may be called multiple times from
// different parts of the data structure being copied. Therefore, we need to create
// a remap cache instance in a way that can be shared among all of the calls.
// Whatever Variant, Array or Dictionary that initiated the call chain will eventually
// claim it, when the stack unwinds up to the root call.
// One exception is that this is the root call.
if (p_recursion_count == 0) {
if (p_deep) {
return duplicate_deep(p_deep_subresources_mode);
} else {
return duplicate(false);
}
}
if (thread_duplicate_remap_cache) {
Resource::DuplicateRemapCacheT::Iterator E = thread_duplicate_remap_cache->find(Ref<Resource>(this));
if (E) {
return E->value;
}
} else {
thread_duplicate_remap_cache = memnew(DuplicateRemapCacheT);
}
DuplicateParams params;
params.deep = p_deep;
params.subres_mode = p_deep_subresources_mode;
const Ref<Resource> dupe = _duplicate(params);
return dupe;
}
void Resource::_teardown_duplicate_from_variant() {
if (thread_duplicate_remap_cache) {
memdelete(thread_duplicate_remap_cache);
thread_duplicate_remap_cache = nullptr;
}
}
void Resource::_set_path(const String &p_path) {
set_path(p_path, false);
}
void Resource::_take_over_path(const String &p_path) {
set_path(p_path, true);
}
RID Resource::get_rid() const {
RID ret;
if (!GDVIRTUAL_CALL(_get_rid, ret)) {
#ifndef DISABLE_DEPRECATED
if (_get_extension() && _get_extension()->get_rid) {
ret = RID::from_uint64(_get_extension()->get_rid(_get_extension_instance()));
}
#endif
}
return ret;
}
#ifdef TOOLS_ENABLED
uint32_t Resource::hash_edited_version_for_preview() const {
uint32_t hash = hash_murmur3_one_32(get_edited_version());
List<PropertyInfo> plist;
get_property_list(&plist);
for (const PropertyInfo &E : plist) {
if (E.usage & PROPERTY_USAGE_STORAGE && E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_RESOURCE_TYPE) {
Ref<Resource> res = get(E.name);
if (res.is_valid()) {
hash = hash_murmur3_one_32(res->hash_edited_version_for_preview(), hash);
}
}
}
return hash;
}
#endif
void Resource::set_local_to_scene(bool p_enable) {
local_to_scene = p_enable;
}
bool Resource::is_local_to_scene() const {
return local_to_scene;
}
Node *Resource::get_local_scene() const {
if (local_scene) {
return local_scene;
}
if (_get_local_scene_func) {
return _get_local_scene_func();
}
return nullptr;
}
void Resource::setup_local_to_scene() {
emit_signal(SNAME("setup_local_to_scene_requested"));
GDVIRTUAL_CALL(_setup_local_to_scene);
}
void Resource::reset_local_to_scene() {
// Restores the state as if setup_local_to_scene() hadn't been called.
}
Node *(*Resource::_get_local_scene_func)() = nullptr;
void (*Resource::_update_configuration_warning)() = nullptr;
void Resource::set_as_translation_remapped(bool p_remapped) {
if (remapped_list.in_list() == p_remapped) {
return;
}
MutexLock lock(ResourceCache::lock);
if (p_remapped) {
ResourceLoader::remapped_list.add(&remapped_list);
} else {
ResourceLoader::remapped_list.remove(&remapped_list);
}
}
//helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
void Resource::set_id_for_path(const String &p_path, const String &p_id) {
#ifdef TOOLS_ENABLED
if (p_id.is_empty()) {
ResourceCache::path_cache_lock.write_lock();
ResourceCache::resource_path_cache[p_path].erase(get_path());
ResourceCache::path_cache_lock.write_unlock();
} else {
ResourceCache::path_cache_lock.write_lock();
ResourceCache::resource_path_cache[p_path][get_path()] = p_id;
ResourceCache::path_cache_lock.write_unlock();
}
#endif
}
String Resource::get_id_for_path(const String &p_path) const {
#ifdef TOOLS_ENABLED
ResourceCache::path_cache_lock.read_lock();
if (ResourceCache::resource_path_cache[p_path].has(get_path())) {
String result = ResourceCache::resource_path_cache[p_path][get_path()];
ResourceCache::path_cache_lock.read_unlock();
return result;
} else {
ResourceCache::path_cache_lock.read_unlock();
return "";
}
#else
return "";
#endif
}
void Resource::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_path", "path"), &Resource::_set_path);
ClassDB::bind_method(D_METHOD("take_over_path", "path"), &Resource::_take_over_path);
ClassDB::bind_method(D_METHOD("get_path"), &Resource::get_path);
ClassDB::bind_method(D_METHOD("set_path_cache", "path"), &Resource::set_path_cache);
ClassDB::bind_method(D_METHOD("set_name", "name"), &Resource::set_name);
ClassDB::bind_method(D_METHOD("get_name"), &Resource::get_name);
ClassDB::bind_method(D_METHOD("get_rid"), &Resource::get_rid);
ClassDB::bind_method(D_METHOD("set_local_to_scene", "enable"), &Resource::set_local_to_scene);
ClassDB::bind_method(D_METHOD("is_local_to_scene"), &Resource::is_local_to_scene);
ClassDB::bind_method(D_METHOD("get_local_scene"), &Resource::get_local_scene);
ClassDB::bind_method(D_METHOD("setup_local_to_scene"), &Resource::setup_local_to_scene);
ClassDB::bind_method(D_METHOD("reset_state"), &Resource::reset_state);
ClassDB::bind_method(D_METHOD("set_id_for_path", "path", "id"), &Resource::set_id_for_path);
ClassDB::bind_method(D_METHOD("get_id_for_path", "path"), &Resource::get_id_for_path);
ClassDB::bind_method(D_METHOD("is_built_in"), &Resource::is_built_in);
ClassDB::bind_static_method("Resource", D_METHOD("generate_scene_unique_id"), &Resource::generate_scene_unique_id);
ClassDB::bind_method(D_METHOD("set_scene_unique_id", "id"), &Resource::set_scene_unique_id);
ClassDB::bind_method(D_METHOD("get_scene_unique_id"), &Resource::get_scene_unique_id);
ClassDB::bind_method(D_METHOD("emit_changed"), &Resource::emit_changed);
ClassDB::bind_method(D_METHOD("duplicate", "deep"), &Resource::duplicate, DEFVAL(false));
ClassDB::bind_method(D_METHOD("duplicate_deep", "deep_subresources_mode"), &Resource::duplicate_deep, DEFVAL(RESOURCE_DEEP_DUPLICATE_INTERNAL));
// For the bindings, it's much more natural to expose this enum from the Variant realm via Resource.
ClassDB::bind_integer_constant(get_class_static(), StringName("ResourceDeepDuplicateMode"), "RESOURCE_DEEP_DUPLICATE_NONE", RESOURCE_DEEP_DUPLICATE_NONE);
ClassDB::bind_integer_constant(get_class_static(), StringName("ResourceDeepDuplicateMode"), "RESOURCE_DEEP_DUPLICATE_INTERNAL", RESOURCE_DEEP_DUPLICATE_INTERNAL);
ClassDB::bind_integer_constant(get_class_static(), StringName("ResourceDeepDuplicateMode"), "RESOURCE_DEEP_DUPLICATE_ALL", RESOURCE_DEEP_DUPLICATE_ALL);
ADD_SIGNAL(MethodInfo("changed"));
ADD_SIGNAL(MethodInfo("setup_local_to_scene_requested"));
ADD_GROUP("Resource", "resource_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "resource_local_to_scene"), "set_local_to_scene", "is_local_to_scene");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_path", "get_path");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_name"), "set_name", "get_name");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_scene_unique_id", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_scene_unique_id", "get_scene_unique_id");
GDVIRTUAL_BIND(_setup_local_to_scene);
GDVIRTUAL_BIND(_get_rid);
GDVIRTUAL_BIND(_reset_state);
GDVIRTUAL_BIND(_set_path_cache, "path");
}
Resource::Resource() :
remapped_list(this) {}
Resource::~Resource() {
if (unlikely(path_cache.is_empty())) {
return;
}
MutexLock lock(ResourceCache::lock);
// Only unregister from the cache if this is the actual resource listed there.
// (Other resources can have the same value in `path_cache` if loaded with `CACHE_IGNORE`.)
HashMap<String, Resource *>::Iterator E = ResourceCache::resources.find(path_cache);
if (likely(E && E->value == this)) {
ResourceCache::resources.remove(E);
}
}
HashMap<String, Resource *> ResourceCache::resources;
#ifdef TOOLS_ENABLED
HashMap<String, HashMap<String, String>> ResourceCache::resource_path_cache;
#endif
Mutex ResourceCache::lock;
#ifdef TOOLS_ENABLED
RWLock ResourceCache::path_cache_lock;
#endif
void ResourceCache::clear() {
if (!resources.is_empty()) {
if (OS::get_singleton()->is_stdout_verbose()) {
ERR_PRINT(vformat("%d resources still in use at exit.", resources.size()));
for (const KeyValue<String, Resource *> &E : resources) {
print_line(vformat("Resource still in use: %s (%s)", E.key, E.value->get_class()));
}
} else {
ERR_PRINT(vformat("%d resources still in use at exit (run with --verbose for details).", resources.size()));
}
}
resources.clear();
}
bool ResourceCache::has(const String &p_path) {
Resource **res = nullptr;
{
MutexLock mutex_lock(lock);
res = resources.getptr(p_path);
if (res && (*res)->get_reference_count() == 0) {
// This resource is in the process of being deleted, ignore its existence.
(*res)->path_cache = String();
resources.erase(p_path);
res = nullptr;
}
}
if (!res) {
return false;
}
return true;
}
Ref<Resource> ResourceCache::get_ref(const String &p_path) {
Ref<Resource> ref;
{
MutexLock mutex_lock(lock);
Resource **res = resources.getptr(p_path);
if (res) {
ref = Ref<Resource>(*res);
}
if (res && ref.is_null()) {
// This resource is in the process of being deleted, ignore its existence
(*res)->path_cache = String();
resources.erase(p_path);
res = nullptr;
}
}
return ref;
}
void ResourceCache::get_cached_resources(List<Ref<Resource>> *p_resources) {
MutexLock mutex_lock(lock);
LocalVector<String> to_remove;
for (KeyValue<String, Resource *> &E : resources) {
Ref<Resource> ref = Ref<Resource>(E.value);
if (ref.is_null()) {
// This resource is in the process of being deleted, ignore its existence
E.value->path_cache = String();
to_remove.push_back(E.key);
continue;
}
p_resources->push_back(ref);
}
for (const String &E : to_remove) {
resources.erase(E);
}
}
int ResourceCache::get_cached_resource_count() {
MutexLock mutex_lock(lock);
return resources.size();
}